list < FGLoadRec > load_queue;
// initialize the cache
- void initialize_queue( void );
+ void initialize_queue();
+
+ // forced emptying of the queue. This is necessay to keep
+ // bookeeping straight for the tile_cache -- which actually
+ // handles all the (de)allocations
+ void destroy_queue();
FGBucket BucketOffset( int dx, int dy );
// Initialize the Tile Manager subsystem
int init( void );
- // given the current lon/lat, fill in the array of local chunks.
- // If the chunk isn't already in the cache, then read it from
- // disk.
- int update( void );
+ // given the current lon/lat (in degrees), fill in the array of
+ // local chunks. If the chunk isn't already in the cache, then
+ // read it from disk.
+ int update( double lon, double lat );
// Determine scenery altitude. Normally this just happens when we
// render the scene, but we'd also like to be able to do this
const sgdVec3 p, const sgdVec3 dir,
FGHitList *list );
- bool current_elev_ssg( const Point3D& abs_view_pos,
- const Point3D& view_pos );
+ bool current_elev_ssg( sgdVec3 abs_view_pos,
+ sgVec3 view_pos );
// Prepare the ssg nodes ... for each tile, set it's proper
// transform and update it's range selector based on current
// visibilty
void prep_ssg_nodes( void );
+
+ inline int queue_size() const { return load_queue.size(); }
};